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[In this in-depth article, originally printed in Game Developer magazine, designer Boutros takes a close look at difficulty in games, asking how creators can add unique, high-end challenges which excite, but don't frustrate skilled players.]
Difficulty modes in games are rarely discussed as an
important factor in our business. In some games, they are well-thought out
additions, built for the hardcore players. In other games, these modes are an
afterthought, provided to appease a publisher, or as an attempt to provide
direction to multiple audiences attracted by the same product.
For almost all
developers though, difficulty modes are tackled at the end of the project when
the game is being tuned, and they are tough to implement well without
significant time and thought.
For this piece, I'll aim to explore some methods and
philosophies behind how difficult play has been successfully implemented in
games overall, either in terms of general difficulty, or within an optional
objective that recontextualises play (such as Rare's super-tough multiplayer
bonus unlockable objective in GoldenEye for the Nintendo 64).
We'll explore where certain methods have worked, failed, and
where they are simply not relevant anymore. Since difficulty is so subjective,
I'll focus arguments around the following ideas:
"A player must always feel like the failure of a
challenge is entirely his own responsibility, and not a fault of a poorly
designed product."
"The player must understand how and why he failed, so
that he can learn from his mistake and increase the feeling of failure being
his responsibility."
Choosing a high difficulty is the act of wanting to be
tested on the part of the player. The reward of passing a test is a feeling of
worth and accomplishment-and to make a test enjoyable is to make it
challenging, while also achievable. Tuning difficulty in a quick and dirty way
can also change the game's play fundamentally-this is something many developers
don't factor into their decisions enough.
Tuning for Tough
Many games have sought to copy Rare's N64 GoldenEye model
for greater difficulty - double damage from enemies = harder game - but within the
context of other factors, doing this can actually change the consistent play
type of the game, and thus change the experience in a fundamental and arguably
unsatisfying way.
Let's say there's a fictitious FPS called NaziShoot 2000. In
this game's normal difficulty mode, the player can usually get shot, have a
second to think, recover, then react. In tough mode, players cannot risk being
shot as the increased damage and AI kills them almost instantly.
This forces
players to move and act more conservatively. In an ideal-world's well-designed
tough game, it would be possible to play through and not die, if the player
used the utmost care and thoughtfulness. However, this game had to hit a
deadline so the tough mode had to be evolved from the normal mode, and tuned to
a formula. In this memorizing bottleneck scenario, surprise snipes to the head,
and learning from trial and error become the dominant way to play.
And there is the difference: whereas one mode is a
reactionary and lightly memory-reliant experience, in the tough mode, the game
becomes very classically rooted in trial and error, using memory play as the
core consistent play type. The only way a player can survive with meager
resources and a damage disadvantage is by trying, dying, remembering, and
restarting.
This is a classic tenet of the old school 2D arcade
shooters. In a 3D game where an additional axis dramatically adds to your
things-to-worry-about radar, control complexity is usually increased, and
gameplay acts-core gameplay sequences such a shooting something and then
grabbing a power-up-are spread across a longer timeline because of the physical
world's scale increase. If the player can be killed in one hit, or by other
fatal game features, this can often result in an intense feeling of
frustration, and quite possibly lead to dissatisfaction with the game overall.
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One additional suggestion is to turn the problem of difficulty adjustment on its head: rather than designing the game to be relatively easy and increasing the challenge by adding problems or reducing resources, set the default balance to be "really hard" and provide dynamic tools that help the player overcome the challenges.
Some basic examples of such tools would be spawning more ammo and/or health powerups, reducing the number of enemy units, and degrading enemy AI. But a more interesting approach could be for the game to be able to detect when the player is having trouble with one section of the game -- perhaps they frequently die and reload in the same location. As this condition is detected, the game could begin to spawn friendly NPCs with ever-increasing abilities to support the player. "I'll cover you -- you take out that generator!"
The approach has the advantage of allowing the game to be tuned with a consistently difficult level of challenge throughout, while dynamically providing just enough help when and where it's needed to get players through sections they're having particular trouble with.
Another way to make "Simon Says" harder is to redefine the victory condition. The best example is Beatmania's "normal clear" and "hard clear". The evaluation of your success is very different depending on which lifebar you pick. With the normal lifebar you're immortal and victory is defined as a solid performance. But with the hard lifebar not only can you die, but you die easily. Mistakes are still allowed, but you'll lose as soon as the game catches you 'faking it'.
The particular example that comes to mind as an exemplification of this is the arcade shooting game Gunroar, by Kenta Cho (http://www.asahi-net.or.jp/~cs8k-cyu/windows/gr_e.html freeware for download. There's also a Linux binary out there). The game always progresses forward AT LEAST at a certain rate and can never get below that. This is the bottom. However, at the player's option he or she might choose to proceed faster and thereby increase the game multiplier faster than it would otherwise do on its own autoscroll. This has two effects: The game gets harder and the score for downing an enemy ship is greater. This allows someone with no experience with the game to gradually come to understand what expectations to have, and allows an experienced player to jump right in and ramp up their personal difficulty in no time at all.
Another interesting facet of Gunroar (and many independent Japanese-made games, if I'm to be frank) is the ability of one to watch replay of one's own gameplay. Some games allow you to save them, but Cho's games tend to use the replay as the game's demo. That is, when you lose in Gunroar, the title screen will have your latest game in the background for you to watch at your leisure. While this doesn't provide the improved functionality of a saved file (you can't speed up, skip, or rewind), it does give immediate feedback on how you played. These games in particular tend to give one tunnel vision because the player's single-shot-death boat is much more important than destroying every enemy. The instant replay allows a wider view of the field while the experience is still fresh in their mind. This replay mechanic serves, then, two roles. One, to help improve the score of the player by giving them the opportunity to better understand where and how to take risks for score; and two, to offer some loss feedback-- know where the bullet originated from and how it moved and why you were there in the first place allowing you to possibly learn from the experience of loss.
I'm of a very strong mind that, with the right balance, dynamic difficulty could eliminate this concept of granular "levels" in the classic sense and we're starting to approach the point where it's computationally feasible to do so. I'm not at all certain that I WANT the concept to die, but that's a discussion for a different day.
One key I've always found is think about difficulty not as making the game more difficult but instead think about it as making the game more challenging.
This could implore ideas of tactics and strategy of AI and combat encounters. More flanking, more aggressive behaviors, AI can hear you better, they track you for a longer amount of time etc...
Yes I agree increasing the hitpoints in npc's is bad, but often used technique. Increasing accuracy can also be quirky. Inc the deadlies of each npc might be a better tuning strategy.
One technique for an action game, for example, might be to make enemies slower or leave longer openings between attacks or have less armour as you, the player, fail more. In sports games, decrease the stamina or some other attribute of the winner at halftime. Make the enemy guns less or more accurate in an FPS, make the enemies less aggressive in an adventuring title, increase the amount of wear on the opposition's tyres as you race about the circuit. There are multitudes of things that can be done to "help" the player surreptitiously without resorting to giving them more than they could have earned normally. Giving handouts in a game is rather irresponsible, in my opinion.
Some of these, at a glance, may seem rather drastic. Indeed, some of them, when hustled hard, could be game-breakingly terrible. But two factors should be considered here. First off, at the point where you're gaming the system like that, you're no longer playing the game you paid for-- you're playing a game of your own devising wherein you purposely attempt to break the core mechanics as thoroughly as possible. You're playing it like an MMO. Second, one iteration of change should have effects that are only noticeable if you know to look for them and then only barely. Subtlety is key in my theory, here (use your imagination. S'what you get paid for, no? :).
But Brad's ideas are still interesting, and I could see them as now being possible in certain genres (hell, you can do anything if you throw enough code at it. It might not be good, but you can do it). Dynamic difficulty, as Anonymous above me notes, is definitely a touchy subject, and one I've given a lot of thought to. I'll still say that I definitely think it's doable, and even a good idea to try. Using subtle gradations rather than large leaps should have a net effect of keeping the pressure on the player and actually nurturing their growth (we can count on powergaming munchkins existing, but if that's how they want to play...well, the customer is always right :/ ).
It's just another piece of the balancing formula, just as difficulty has always been.